Update on Overleaf.

This commit is contained in:
uxwmp 2023-06-18 12:30:35 +00:00 committed by node
parent 48998b7380
commit 257108290e
4 changed files with 41 additions and 19 deletions

View file

@ -7,9 +7,11 @@
\subsection{Why differentiable rendering is hard}
\begin{frame}{Why differentiable rendering is hard}
\begin{itemize}
\item Rendering integral contains the geometry term that is not differentiable
\item The gradiant of the visibility can lead to dirac delta terms which have 0 probability of being sampled correctly [\cite{ACM:diracdelta},\cite{ACM:diffable_raytracing}]
\item Differentiation with respect to certain scene parameters possible but we need to differentiate with respect to any scene parameter
\item Geometry term
\item Causes dirac delta terms\\
$\implies$ Have 0 probability of being sampled correctly [\cite{ACM:diracdelta},\cite{ACM:diffable_raytracing}]
%\item Differentiation with respect to certain scene parameters possible but we need to differentiate with respect to any scene parameter
\item Need to differentiate with respect to any scene parameter
\end{itemize}
\end{frame}
\begin{frame}{primary occlusion}
@ -26,8 +28,8 @@
\begin{itemize}
\item OpenDR [\cite{DBLP:OpenDR}]
\item Neural 3D Mesh Renderer [\cite{DBLP:Neural3DKatoetal}]
\item Both rasterization based (first render the image using rasterization, then approximate the gradients using the resulting color buffer)
\item Focused on speed rather than precision
\item Both rasterization based %(first render the image using rasterization, then approximate the gradients using the resulting color buffer)
\item Focused on speed $\rightarrow$ impercise
\end{itemize}
\end{block}
\end{frame}